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So I made my first class specialization, a conversion of a PF class archetype in the same book. How'd I do?

Aerial Warrior(Barbarian Path)

The pegasi have worked out unique ways to take fury to the skies. They maximize their flying mobility to strike at foes from all directions at once. This archetype can only be taken by barbarians with a natural fly speed.

Swift Wings: Starting when you choose this path at 3rd level, your wings seem to go into the same frenzy as the rest of you. You can take a dash as a bonus action during a rage. When you do, your movement rate is increased by 5 feet. This bonus increases by 5 feet at 7th level and every 4 levels beyond it.

Ultimate Mobility: At 3rd level, when you take this path, you become harder to hit while moving. While you are raging and not wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you. If they roll a natural 1 on an attempted opportunity attack against you, you may use a reaction to make a single melee attack against them.

Dive Bomb: At 6th level, while raging, If you attack after moving at least half your allowed movement rate, you gain advantage on the attack roll and add twice your rage bonus to the damage. With such a charge, while raging, you also gain advantage to break things at the end of the movement.

Master of the Skies: At 10th level, You can attempt to knock fellow flyers from the sky. Make a single melee attack. Instead of dealing damage on a hit, the target must make a strength or dexterity save (their choice) at a DC of 10 + your strength bonus + your proficiency bonus. A failure knocks them prone, which causes a flyer to plummet to the ground, even if fueled by magic or similar means. Creatures that would not normally fall due to being knocked prone only falls 5 feet per point they miss by. Any saving throw you make that would prevent your falling is made with advantage.

Fastest Alive: Starting at 14th level, When struck with a melee or ranged weapon, you may, if not wearing heavy armor, use a reaction to immediately make a dash action. This causes the attack to gain disadvantage, which may turn a hit into a miss. You still provoke for the movement. If you end the movement beside an enemy, you may make a single melee attack as part of the movement at disadvantage.

Comments

Bugsydor

I'm most concerned about the level six ability. For one thing, you call it dive bomb, but it doesn't seem to require you to be flying when you trigger it. Second, and this one is more semantic, it says "such a charge," but nowhere is an actual charge action mentioned, as far as I can tell. Third, how does this feature take into account the ability to make attacks at any point during movement? If the barbarian had multiple attacks and made one attack after moving 1/3 their speed and another after moving a second third of their speed, would they still get advantage to break something on that second attack, considering the barbarian might choose to keep moving? I do have one question about the 3rd-level ability: since it's meant to maximize aerial mobility, does its speed boost apply to all movement, or just flight?

ponyfinder

Tweak: Dive Bomb: At 6th level, while raging, If you attack after moving at least half your allowed movement rate, you gain advantage on the attack roll and add twice your rage bonus to the damage. With such a charge, while raging, you also gain advantage to break things at the end of the movement. You may not move further in the same turn after taking advantage of this.

ponyfinder

Tweak: Swift Wings: Starting when you choose this path at 3rd level, your wings seem to go into the same frenzy as the rest of you. You can take a dash as a bonus action during a rage. When you do, your fly movement rate is increased by an additional 5 feet. This bonus increases by 5 feet at 7th level and every 4 levels beyond it.

The Lonely Sand Person

Dive Bomb should specify a distance rather than "half your movement", because that implies that the faster you are, the longer a run-up you need before you can hit things. Not to mention that Swift Wings changes your move rate depending on what you do. The Charger feat suggests 10 ft, while the Warhorse's special ability indicates 20 ft would be valid. Fastest Alive has some problematic timing, given that you're determining a hit, then applying disadvantage to see if it misses instead. A roll with advantage or disadvantage is theoretically performed all at once, using two dice. You might consider using wording similar to the Shield spell instead, or key the reaction off of an enemy closing on you rather than hitting with an attack.